Search found 80 matches

by Brilliand
March 30th, 2013, 11:10 pm
Forum: Scenario & Campaign Development
Topic: Merry Christmas
Replies: 26
Views: 10463

Re: Merry Christmas

ydcl wrote:Hi, sorry but I can't see anything on the 1.11 add-on server.
Hmm, I'm seeing it fine. You are looking for "Merry Christmas", right?
by Brilliand
December 8th, 2012, 2:49 am
Forum: Scenario & Campaign Development
Topic: Legend of the Invincibles
Replies: 8125
Views: 2129505

Re: Legend of the Invincibles (chapter 8 is out)

I notice a line in my error log that says "retrieving member of non-existent WML container, advanced2.experience". On line 525 of global_events.cfg, there's a lone reference to advanced2 ("experience=$advanced2.experience") amid references to advanced3 - that may be why Efraim lo...
by Brilliand
December 7th, 2012, 2:16 am
Forum: Scenario & Campaign Development
Topic: Legend of the Invincibles
Replies: 8125
Views: 2129505

Re: Legend of the Invincibles (chapter 8 is out)

You misunderstood it. When the unit advances (advance event, that is ran just before advancing), it is transformed into that "Advancing" unit, because that unit has AMLA advancements. Advancements in normal units cause performance issues if there is too many of them, so they appear only f...
by Brilliand
December 6th, 2012, 2:23 am
Forum: Scenario & Campaign Development
Topic: Legend of the Invincibles
Replies: 8125
Views: 2129505

Re: Legend of the Invincibles (chapter 8 is out)

Like I said (long) before, they were doing some changes with advancing. It seems that they changed something, and that bug begun to manifest because of that. After some time, they found it and fixed it, but between these events, the advancing was flawed. Because there is no way to download 1.11.0 s...
by Brilliand
December 5th, 2012, 9:05 pm
Forum: Scenario & Campaign Development
Topic: Legend of the Invincibles
Replies: 8125
Views: 2129505

Re: Legend of the Invincibles (chapter 8 is out)

Just that he advanced on my turn, and moved immediately after using his Penetration ability (which I think was necessary to make the second copy appear). Do you mean that he did that movement right at the start of his turn because you have planned that movement for future turns (sent him to a hex h...
by Brilliand
December 5th, 2012, 2:55 pm
Forum: Scenario & Campaign Development
Topic: Legend of the Invincibles
Replies: 8125
Views: 2129505

Re: Legend of the Invincibles (chapter 8 is out)

That shouldn't be happening... Units with AdvancingSomething type should not appear. Were there any unusual circumstances? Just that he advanced on my turn, and moved immediately after using his Penetration ability (which I think was necessary to make the second copy appear). One of them advanced, ...
by Brilliand
December 5th, 2012, 4:33 am
Forum: Scenario & Campaign Development
Topic: Legend of the Invincibles
Replies: 8125
Views: 2129505

Re: Legend of the Invincibles (chapter 8 is out)

I'm having a problem where Efraim loses his berserk attacks when he advances (in chapter 2 scenario 1, after continuing from chapter 1). Looking at the savefile, it appears that he's set to an "AdvancingEfriam_lich" and still has a record of having those advancements (the [advance] tags) -...
by Brilliand
December 3rd, 2012, 7:45 am
Forum: Scenario & Campaign Development
Topic: Legend of the Invincibles
Replies: 8125
Views: 2129505

Re: Legend of the Invincibles (chapter 8 is out)

I notice that secondary kills due to Whirlwind or Cleave (or anything else that deals splash damage) don't give experience or (I think?) Soul Eater credit. That puts a real damper on their usefulness, since using them to mop up wounded units wastes XP (particularly under the circumstances I first us...
by Brilliand
January 8th, 2012, 12:35 am
Forum: Ideas
Topic: [engine] Extended Drain
Replies: 4
Views: 1772

Re: Extended Drain

I have actually coded this suggestion: http://gna.org/patch/?3083 I'm looking at a few different options for how it would work: 1. Drain effects work similarly to damage modifiers, with the base value being half of the damage dealt (against living) or zero (against nonliving) 2. Same as above, but t...
by Brilliand
August 7th, 2011, 1:17 pm
Forum: Release Announcements, Compiling & Installation
Topic: Compiling Wesnoth on Windows - pangocairo
Replies: 5
Views: 3106

Re: Compiling Wesnoth on Windows - pangocairo

Ah, my fault for thinking that TDM was just another MinGW distro, and hence any MinGW 4.5.2 would be just as good. Apparently tdm-gcc 4.5.2 includes sjlj support, which mainline gcc removed in 4.4. After switching to TDM-GCC, and installing OpenMP support, Wesnoth successfully compiled, albeit with ...
by Brilliand
August 6th, 2011, 2:32 am
Forum: Release Announcements, Compiling & Installation
Topic: Compiling Wesnoth on Windows - pangocairo
Replies: 5
Views: 3106

Re: Compiling Wesnoth on Windows - pangocairo

My MinGW+Jam setup started giving me errors about "pthread.h" when I got pangocairo installed properly (maybe because smashing together all of the source files in the directory is no longer sufficient?), so I've switched over to CodeBlocks. I am now getting the following errors: ||warning:...
by Brilliand
August 4th, 2011, 1:15 am
Forum: Scenario & Campaign Development
Topic: The Militia
Replies: 93
Views: 31425

Re: The Militia

20110630 01:08:29 error general: Duplicate terrain code definition found for ^Xp 20110630 01:08:29 error general: Failed to add terrain overlay-pit (Pit) [wesnoth-UMC-The_Militia] 20110630 01:08:29 error general: which conflicts with overlay-pit (Dark Hive) [wesnoth-UMC-After_the_Storm] The error o...
by Brilliand
August 3rd, 2011, 9:19 am
Forum: Release Announcements, Compiling & Installation
Topic: Compiling Wesnoth on Windows - pangocairo
Replies: 5
Views: 3106

Compiling Wesnoth on Windows - pangocairo

I've been able to compile older version of Wesnoth, and I've even gotten the Boost library linked in fine, but this pangocairo thing threw me. I've tried downloading it, but the mixture that I ended up with still seems to have parts (that is, header files) missing; I still haven't gotten to the poin...
by Brilliand
June 18th, 2011, 1:06 pm
Forum: WML Workshop
Topic: counting zombies
Replies: 21
Views: 3253

Re: counting zombies

Check the target's HP - it should be zero or less if the unit is dying.

Alternatively, check whether the unit's tile is occupied in the Die event. The unit should be gone by then, so if the tile is occupied, then it's probably due to a plague attack (you can check the unit type for more insurance).
by Brilliand
June 18th, 2011, 1:02 pm
Forum: WML Workshop
Topic: Possible bug in one of the base macros
Replies: 4
Views: 2041

Re: Possible bug in one of the base macros

Sure that's a bug. A possible cause is that afaik SLFs include the map border, resulting in an attempt to do [unit] for invalid coordinates which places the unit on the recall list instead. If this is the problem, then specifying a range of tiles in the filter (even if it's the whole map) would be ...